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arianes

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A member registered Feb 25, 2025 · View creator page →

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I was also thinking the same thing. I like the open-endedness of the game and the questions it sparks.

I also really enjoyed the graphics of the game and how interactive it was to get objects and money and give them back to the people.

I also agree! I think the font choice as well added to the horror theme and made the game feel very ominous.

I also thought this game was very impressive. I also had legibility issues to which I would recommend increasing the contrast between the words and the background. It is hard to read the darker colors.

I also really liked the illusion of having a live text conversation and through it was well made.

I thought the idea for this game was  really creative. Something I would suggest is to align the main text to the left to make it easier to read. I think it would also be fun to include images in the game to visually make it more playful. I really like that you have counters on the side for the resources you have as the character.

I liked the idea of making a quiz and it challenged me to do math, which I haven't needed to use in a while. My one suggestion is to included different types of questions and answers than just math to make it more interesting with variety.

My initial thoughts were that this is a quiz was that I didn't study for. I really like the thought of making a quiz and would have never thought of making a game that's related to the class itself. I would only recommend to add a key command to restart and try the quiz again to get a better score.

Purely because this game is dog-related, it first reminded me of the game and movie called Hotel for Dogs that I watched and played when I was a kid. I really like this game and think its a very cute concept. The visuals are very simple with a hint of playfulness, which I think is perfect for this game.

This reminds me of another student's game where you go through a missing phone and it talks back in a strange message at the end.  I really like the descriptions of trying to finish the project which is extremely relatable to us as students.

This fantastical game reminds me of another student's game that is about finding and bonding with dragons. The roaring and discovery aspects are very similar. I thought your choice to use a timer and have the player guess their time to deal damage was very creative and really fun to play.

I really liked this game! I'm not sure if there is a another game that this reminds me of, however it makes me nostalgic over when I would play on my parents' phones as a kid.  It also reminds me of movie scenes where the main character picks up the phone to someone they don't know and are instructed by them to do different things. The subject of using a phone feels very relatable as most people own a phone. This relatability is similar to the job interview game as they are familiar to the players.

Making jokes makes this game feel very light-hearted and I like that you don't take yourself too seriously. Why did you choose these jokes specifically. Had you heard them before or did you completely think of them from scratch? The simple design works well to allow the player to think about the play on words.

I really like the graphics you choose for the game and it feels very fitting to the theme. I'm wondering what made you choose to use click interactions instead of keys. I thought it was a really good decision that feels a lot like other computer games I have played that almost exclusively use the mouse to interact. I am also wondering what made you choose this craftsman storyline.

I really like that the player is trying to figure out where they are along with the character. I'm wondering what inspired or motivated you to make the other characters sea-creature-like people? Was it a combination of the love of mystery games and a love for ocean animals? I would love to have more storyline and choices to see where they go next.

The idea of making the game about a job interview is very unique and relatable as many of the players have experienced going through the interview process for jobs or internships. In the game, getting the job is pretty straight forward as everyone knows you have to lie a little bit and kiss up to the employers to get the job. Once I did one run through of getting the job, I went back to see the funny failed endings from giving back responses to the questions.

In this game I had multiple failed attempts at bonding with dragons that led to different deaths. Restarting the game each time, I was able to make different decisions to explore different areas and survive long enough to find and bond with the goofy white snow dragon! I thought this game was really fun and it is very engaging to let the players make their own choices for how the story will play out.

I thought this game was very thoughtfully written. The story telling is extremely immersive and captures the curiosity and possible confusion the player may be feeling while following the consciousness transfer story. I also like how many options there were to choose from.

Great music choice. I love the staging of the dinosaurs and the skybox that was used. A very immersive experience!

I really like the way you've decorated the space. The lighting and models give a very calming energy.

I really like the use of lighting to make the player search around and have the rest of the room slowly be revealed.

I like the music you used to make the scene feel very solemn.

The models you've chosen work perfectly with the scene and the project feels very cohesive overall. 

I think its a really cool idea to make this game an auditory experience as your main focus. They are recognizable sounds that everyone can relate their own life experiences with.

The music you chose gives the game a very light and playful feeling. This adds to the experience of feeling very small as a lot of the objects are scaled very large.

The animated parts to this game makes it very visually interesting. You could just sit and watch the skeletons or walk with them.  I also like the dark and eerie theme.

I really like the level of interaction you include. Giving the character free will to move objects is a really cool idea.

I like that you took inspiration from Arietty and that you adapted to the model sizing that you hadn't originally anticipated.  You feel very small next to the giant objects, which is only emphasized by the larger empty space surrounded by the eerie skybox.

I like that you chose to simulate walking through a sculpture garden, which is already a designed experience in real life. Choosing to replicate that and design it yourself is a cool way to make a game. 

Interesting placement of furniture in the second room and openness that makes you question why you are there. I really like the cubicle designs which reminds me of the Stanley Parable and how that game also makes you question your actions and purpose for being there.

Cool use of a door and interesting change in lighting with the red lamp. This makes you question if you're in danger and need to escape. 

The choice in audio brings a cool energy to the scene and I like the use of the vibrant colors and textures.

The light being used in the beginning to act as a flashlight is a nice touch to explore the space. The changes in scenery is really impressive and makes you think about where you are and where you are trying to go.

The walls and ground create a really cool environment. The use of characters is and text is very grounding to get context for where you are and what is going on. 

The use of the audio here really fits the visual aesthetic of being inside a brain. It is very well designed and the curving walls mixed with the texture adds even more to the theme. This makes me think someone is inside someones brain and trying to get out.

I find your use of texture really interesting, especially on the walls that the character starts in.  It makes you think about the purpose of the rooms themselves and what king of building you might be in. The furniture resembles a house, although some of the walls might make you think otherwise.  Leaving the house to find the skybox as a galaxy is a really cool surprise. The details of the moving grass and the crashed ship are really nice touches that create more of a narrative for the setting and reason why you're there.

The home space you created is really nicely designed. I feel like I would love to hang out in the living room and the window showing a completely open sky is a cool choice.

I love the nighttime feel for this game and the skybox of moonlight shining through the clouds looks really cool. The models you used fit the theme well and the openness of the rest of the space helps to make the scene feel spooky and uneasy.

I really like the models and textures you used for your scene. It feels very playful as you explore the world and the characters you chose are really fun.

I really like the textures you used for the walls and the spaces you created. They make me think a lot about what the goal of each space is and where I should be going next, especially with the different wall cutouts. I also like how you play with perspective and size in your game.